
Year 1367: The slave revolts of 1231 had resulted in the establishment of an independent Orcish nation from a number of tribes that had never worked together. In the years after the wars, a newfound nationalistic fervor had sufficed to keep the new nation of recently-oppressed peoples together. However, as time went by, cracks began to show.
While Uglik the Strong remains one of the most revered figures in Orcish history for his prowess in battle, he made a crucial mistake in the immediate aftermath of the revolts by not consolidating the power of the Orcish central government rapidly. As individual tribes asserted their own power, it rapidly became impossible to do so, and so once intertribal resentment broke into serious armed conflict the central government did not have the power to keep the federation together. As a result, Ugliks dream of an Orcish state that would take its place as the preeminent power on the continent would never be realized.
Setup: Purchase all units simultaneously. Unionists set up first, followed by the Separatists. The islands containing Jusana and Akelas are out of play.
Unionists - Jurak: Remove one Wizard from the game. 115GP of units and/or Gold Reserve (see 1. below). Set up in Saros, Juslac, and Tava. Additionally, chose two 1GP cities on map 3. Set up at least one unit in each city, with no more than 4 units in any city on board 3.
Separatists - Jurak: Remove one Wizard from the game. 100GP of units and/or Gold Reserve (see 1. below). Set up in all remaining cities, at least one unit per city.
Mercenaries - Chaos: Use at least 6 units. You can use whatever units you like, but the following are recommended: Dragon, Kraken (x2), Manticore, Pegasus (x2), Demon, Minotaur, Spider.
Special Rules
Victory: The Unionists win by holding Salahn at the end of game turn 15. Any other result is a Separatist victory.
Variations: